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authorLeslie Linden <leslie@lindenlab.com>2011-11-23 13:18:41 -0800
committerLeslie Linden <leslie@lindenlab.com>2011-11-23 13:18:41 -0800
commit619cda179d28a9d62732a952d349dff76fd57180 (patch)
tree047109ac728b4c4a28f209a23c9a751734bdd5a8 /indra/newview/llvotree.cpp
parent943789b53ac3f2750cb71dca6facc0de7fa39539 (diff)
SH-2711 FIX -- Removed the "RenderAnimateTrees" setting and associated code.
Diffstat (limited to 'indra/newview/llvotree.cpp')
-rw-r--r--indra/newview/llvotree.cpp96
1 files changed, 26 insertions, 70 deletions
diff --git a/indra/newview/llvotree.cpp b/indra/newview/llvotree.cpp
index 6486fd24ea..4564207da4 100644
--- a/indra/newview/llvotree.cpp
+++ b/indra/newview/llvotree.cpp
@@ -341,45 +341,11 @@ U32 LLVOTree::processUpdateMessage(LLMessageSystem *mesgsys,
BOOL LLVOTree::idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time)
{
- const U16 FRAMES_PER_WIND_UPDATE = 20; // How many frames between wind update per tree
- const F32 TREE_WIND_SENSITIVITY = 0.005f;
- const F32 TREE_TRUNK_STIFFNESS = 0.1f;
-
if (mDead || !(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_TREE)))
{
return TRUE;
}
- if (gSavedSettings.getBOOL("RenderAnimateTrees"))
- {
- F32 mass_inv;
-
- // For all tree objects, update the trunk bending with the current wind
- // Walk sprite list in order away from viewer
- if (!(mFrameCount % FRAMES_PER_WIND_UPDATE))
- {
- // If needed, Get latest wind for this tree
- mWind = mRegionp->mWind.getVelocity(getPositionRegion());
- }
- mFrameCount++;
-
- mass_inv = 1.f/(5.f + mDepth*mBranches*0.2f);
- mTrunkVel += (mWind * mass_inv * TREE_WIND_SENSITIVITY); // Pull in direction of wind
- mTrunkVel -= (mTrunkBend * mass_inv * TREE_TRUNK_STIFFNESS); // Restoring force in direction of trunk
- mTrunkBend += mTrunkVel;
- mTrunkVel *= 0.99f; // Add damping
-
- if (mTrunkBend.length() > 1.f)
- {
- mTrunkBend.normalize();
- }
-
- if (mTrunkVel.length() > 1.f)
- {
- mTrunkVel.normalize();
- }
- }
-
S32 trunk_LOD = sMAX_NUM_TREE_LOD_LEVELS ;
F32 app_angle = getAppAngle()*LLVOTree::sTreeFactor;
@@ -392,39 +358,36 @@ BOOL LLVOTree::idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time)
}
}
- if (!gSavedSettings.getBOOL("RenderAnimateTrees"))
+ if (mReferenceBuffer.isNull())
{
- if (mReferenceBuffer.isNull())
- {
- gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_ALL, TRUE);
- }
- else if (trunk_LOD != mTrunkLOD)
+ gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_ALL, TRUE);
+ }
+ else if (trunk_LOD != mTrunkLOD)
+ {
+ gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_ALL, FALSE);
+ }
+ else
+ {
+ // we're not animating but we may *still* need to
+ // regenerate the mesh if we moved, since position
+ // and rotation are baked into the mesh.
+ // *TODO: I don't know what's so special about trees
+ // that they don't get REBUILD_POSITION automatically
+ // at a higher level.
+ const LLVector3 &this_position = getPositionAgent();
+ if (this_position != mLastPosition)
{
- gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_ALL, FALSE);
+ gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_POSITION);
+ mLastPosition = this_position;
}
else
{
- // we're not animating but we may *still* need to
- // regenerate the mesh if we moved, since position
- // and rotation are baked into the mesh.
- // *TODO: I don't know what's so special about trees
- // that they don't get REBUILD_POSITION automatically
- // at a higher level.
- const LLVector3 &this_position = getPositionAgent();
- if (this_position != mLastPosition)
+ const LLQuaternion &this_rotation = getRotation();
+
+ if (this_rotation != mLastRotation)
{
gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_POSITION);
- mLastPosition = this_position;
- }
- else
- {
- const LLQuaternion &this_rotation = getRotation();
-
- if (this_rotation != mLastRotation)
- {
- gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_POSITION);
- mLastRotation = this_rotation;
- }
+ mLastRotation = this_rotation;
}
}
}
@@ -559,7 +522,7 @@ BOOL LLVOTree::updateGeometry(LLDrawable *drawable)
max_vertices += sLODVertexCount[lod];
}
- mReferenceBuffer = new LLVertexBuffer(LLDrawPoolTree::VERTEX_DATA_MASK, gSavedSettings.getBOOL("RenderAnimateTrees") ? GL_STATIC_DRAW_ARB : 0);
+ mReferenceBuffer = new LLVertexBuffer(LLDrawPoolTree::VERTEX_DATA_MASK, 0);
mReferenceBuffer->allocateBuffer(max_vertices, max_indices, TRUE);
LLStrider<LLVector3> vertices;
@@ -863,15 +826,8 @@ BOOL LLVOTree::updateGeometry(LLDrawable *drawable)
llassert(index_count == max_indices);
}
- if (gSavedSettings.getBOOL("RenderAnimateTrees"))
- {
- mDrawable->getFace(0)->setVertexBuffer(mReferenceBuffer);
- }
- else
- {
- //generate tree mesh
- updateMesh();
- }
+ //generate tree mesh
+ updateMesh();
return TRUE;
}